/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

// $Header$

#import "Q3Controller.h"

#import <Foundation/Foundation.h>
#import <AppKit/AppKit.h>

#include "client.h"
#include "macosx_local.h"

#ifdef OMNI_TIMER
#import "macosx_timers.h"
#endif

#define MAX_ARGC 1024

static qboolean Sys_IsProcessingTerminationRequest = qfalse;
static void Sys_CreatePathToFile( NSString *path, NSDictionary *attributes );

@interface Q3Controller ( Private )
- (void)quakeMain;
@end

@implementation Q3Controller

#ifndef DEDICATED

- (void)applicationDidFinishLaunching : (NSNotification *)notification;
{
	NS_DURING {
		[self quakeMain];
	} NS_HANDLER {
		Sys_Error( "%@", [localException reason] );
	} NS_ENDHANDLER;
	Sys_Quit();
}

-(void)applicationDidUnhide : (NSNotification *)notification;
{
	// Don't reactivate the game if we are asking whether to quit
	if ( Sys_IsProcessingTerminationRequest ) {
		return;
	}

	if ( !Sys_Unhide() ) {
		// Didn't work -- hide again so we should get another chance to unhide later
		[NSApp hide : nil];
	}
}

-(NSApplicationTerminateReply)applicationShouldTerminate : (NSApplication *)sender;
{
	int choice;

	if ( !Sys_IsHidden ) {
		// We're terminating via -terminate:
		return NSTerminateNow;
	}

	// Avoid reactivating GL when we unhide due to this panel
	Sys_IsProcessingTerminationRequest = qtrue;
	choice = NSRunAlertPanel( nil, @ "Quit without saving?", @ "Don't Quit", @ "Quit", nil );
	Sys_IsProcessingTerminationRequest = qfalse;

	if ( choice == NSAlertAlternateReturn ) {
		return NSTerminateNow;
	}

	// Make sure we get re-hidden
	[NSApp hide : nil];

	return NSTerminateCancel;
}

// Actions

-(IBAction)paste : (id)sender;
{
	int shiftWasDown, insertWasDown;
	unsigned int currentTime;

	currentTime = Sys_Milliseconds();
	// Save the original keyboard state
	shiftWasDown = keys[K_SHIFT].down;
	insertWasDown = keys[K_INS].down;
	// Fake a Shift-Insert keyboard event
	keys[K_SHIFT].down = qtrue;
	Sys_QueEvent( currentTime, SE_KEY, K_INS, qtrue, 0, NULL );
	Sys_QueEvent( currentTime, SE_KEY, K_INS, qfalse, 0, NULL );
	// Restore the original keyboard state
	keys[K_SHIFT].down = shiftWasDown;
	keys[K_INS].down = insertWasDown;
}

extern void CL_Quit_f( void );


-(IBAction)requestTerminate : (id)sender;
{
	Com_Quit_f();
	// UI_QuitMenu();
}

-(void)showBanner;
{
	static BOOL hasShownBanner = NO;

	if ( !hasShownBanner ) {
		cvar_t *showBanner;

		hasShownBanner = YES;
		showBanner = Cvar_Get( "cl_showBanner", "1", 0 );
		if ( showBanner->integer != 0 ) {
			NSPanel *splashPanel;
			NSImage *bannerImage;
			NSRect bannerRect;
			NSImageView *bannerImageView;

			bannerImage = [[NSImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForImageResource:@ "banner.jpg"]];
			bannerRect = NSMakeRect( 0.0, 0.0, [bannerImage size].width, [bannerImage size].height );

			splashPanel = [[NSPanel alloc] initWithContentRect:bannerRect styleMask:NSBorderlessWindowMask backing:NSBackingStoreBuffered defer:NO];

			bannerImageView = [[NSImageView alloc] initWithFrame:bannerRect];
			[bannerImageView setImage : bannerImage];
			[splashPanel setContentView : bannerImageView];
			[bannerImageView release];

			[splashPanel center];
			[splashPanel setHasShadow : YES];
			[splashPanel orderFront : nil];
			[NSThread sleepUntilDate :[NSDate dateWithTimeIntervalSinceNow : 2.5]];
			[splashPanel close];

			[bannerImage release];
		}
	}
}

// Services

-(void)connectToServer : (NSPasteboard *)pasteboard userData : (NSString *)data error : (NSString **)error;
{
	NSArray *pasteboardTypes;

	pasteboardTypes = [pasteboard types];
	if ([pasteboardTypes containsObject : NSStringPboardType] ) {
		NSString *requestedServer;

		requestedServer = [pasteboard stringForType:NSStringPboardType];
		if ( requestedServer ) {
			Cbuf_AddText( va( "connect %s\n", [requestedServer cString] ) );
			return;
		}
	}
	*error = @ "Unable to connect to server:  could not find string on pasteboard";
}

-(void)performCommand : (NSPasteboard *)pasteboard userData : (NSString *)data error : (NSString **)error;
{
	NSArray *pasteboardTypes;

	pasteboardTypes = [pasteboard types];
	if ([pasteboardTypes containsObject : NSStringPboardType] ) {
		NSString *requestedCommand;

		requestedCommand = [pasteboard stringForType:NSStringPboardType];
		if ( requestedCommand ) {
			Cbuf_AddText( va( "%s\n", [requestedCommand cString] ) );
			return;
		}
	}
	*error = @ "Unable to perform command:  could not find string on pasteboard";
}

#endif

- (void)quakeMain;
{
	NSAutoreleasePool *pool;
	int argc = 0;
	const char *argv[MAX_ARGC];
	NSProcessInfo *processInfo;
	NSArray *arguments;
	unsigned int argumentIndex, argumentCount;
	NSFileManager *defaultManager;
	unsigned int commandLineLength;
	NSString *installationPathKey, *installationPath;
	char *cmdline;
	BOOL foundDirectory;
	NSString *appName, *demoAppName, *selectButton;

	pool = [[NSAutoreleasePool alloc] init];

	[NSApp setServicesProvider : self];

	processInfo = [NSProcessInfo processInfo];
	arguments = [processInfo arguments];
	argumentCount = [arguments count];
	for ( argumentIndex = 0; argumentIndex < argumentCount; argumentIndex++ ) {
		NSString *arg;

		arg = [arguments objectAtIndex:argumentIndex];
		// Don't pass the Process Serial Number command line arg that the Window Server/Finder invokes us with
		if ([arg hasPrefix : @ "-psn_"] ) {
			continue;
		}

		argv[argc++] = strdup([arg cString] );
	}

	// Figure out where the level data is stored.
	installationPathKey = @ "RetailInstallationPath";

	installationPath = [[NSUserDefaults standardUserDefaults] objectForKey:installationPathKey];
	if ( !installationPath ) {
		// Default to the directory containing the executable (which is where most users will want to put it
		installationPath = [[[NSBundle mainBundle] bundlePath] stringByDeletingLastPathComponent];
		installationPath = [installationPath stringByAppendingPathComponent: @ "wolfmp"];
	}

	appName = [[[NSBundle mainBundle] infoDictionary] objectForKey: @ "CFBundleName"];
#ifdef DEDICATED
#warning TJW: We are hard coding the app name here since the dedicated server is a tool, not a app bundle and does not have access to the Info.plist that the client app does.  Suck.
	appName = @ "WolfensteinMP";
#endif
	demoAppName = appName;

	while ( YES ) {
		NSString *dataPath;
		NSOpenPanel *openPanel;
		int result;

		foundDirectory = NO;
		defaultManager = [NSFileManager defaultManager];
		NSLog( @ "Candidate installation path = %@", installationPath );
#ifdef PRE_RELEASE_DEMO
		dataPath = [installationPath stringByAppendingPathComponent: @ "demomain"];
#else
		dataPath = [installationPath stringByAppendingPathComponent: @ "main"];
#endif
		if ([defaultManager fileExistsAtPath : dataPath] ) {
			// Check that the data directory contains at least one .pk3 file.  We don't know what it will be named, so don't hard code a name (for example it might be named 'french.pk3' for a French release
			NSArray *files;
			unsigned int fileIndex;

			files = [defaultManager directoryContentsAtPath: dataPath];
			fileIndex = [files count];
			while ( fileIndex-- ) {
				if ([[files objectAtIndex : fileIndex] hasSuffix : @ "pk3"] ) {
					//NSLog(@"Found %@.", [files objectAtIndex: fileIndex]);
					foundDirectory = YES;
					break;
				}
			}
		}

		if ( foundDirectory ) {
			break;
		}

#ifdef DEDICATED
#warning TJW: We are hard coding the app name and default domain here since the dedicated server is a tool, not a app bundle and does not have access to the Info.plist that the client app does.  Suck.
		NSLog( @ "Unable to determine installation directory.  Please move the executable into the '%@' installation directory or add a '%@' key in the 'WolfDedicated' defaults domain.", appName, installationPathKey, [[NSBundle mainBundle] bundleIdentifier] );
		break;
//            Sys_Quit();
//            exit(1);
#else
		selectButton = @ "Select Retail Installation...";

		result = NSRunAlertPanel( demoAppName, @ "You need to select the installation directory for %@ (not any directory inside of it -- the installation directory itself).", selectButton, @ "Quit", nil, appName );
		switch ( result ) {
		case NSAlertDefaultReturn:
			break;
		default:
			Sys_Quit();
			break;
		}

		openPanel = [NSOpenPanel openPanel];
		[openPanel setAllowsMultipleSelection : NO];
		[openPanel setCanChooseDirectories : YES];
		[openPanel setCanChooseFiles : NO];
		result = [openPanel runModalForDirectory:nil file:nil];
		if ( result == NSOKButton ) {
			NSArray *filenames;

			filenames = [openPanel filenames];
			if ([filenames count] == 1 ) {
				installationPath = [filenames objectAtIndex:0];
				[[NSUserDefaults standardUserDefaults] setObject : installationPath forKey : installationPathKey];
				[[NSUserDefaults standardUserDefaults] synchronize];
			}
		}
#endif
	}

	// Create the application support directory if it doesn't exist already
	do {
		NSArray *results;
		NSString *libraryPath, *homePath, *filePath;
		NSDictionary *attributes;

		results = NSSearchPathForDirectoriesInDomains( NSLibraryDirectory, NSUserDomainMask, YES );
		if ( ![results count] ) {
			break;
		}

		libraryPath = [results objectAtIndex: 0];
		homePath = [libraryPath stringByAppendingPathComponent: @ "Application Support"];
		homePath = [homePath stringByAppendingPathComponent: appName];
		filePath = [homePath stringByAppendingPathComponent: @ "foo"];

		attributes = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithUnsignedInt: 0750], NSFilePosixPermissions, nil];
		NS_DURING {
			Sys_CreatePathToFile( filePath, attributes );
			Sys_SetDefaultHomePath([homePath fileSystemRepresentation] );
		} NS_HANDLER {
			NSLog( @ "Exception: %@", localException );
#ifndef DEDICATED
			NSRunAlertPanel( nil, @ "Unable to create '%@'.  Please make sure that you have permission to write to this folder and re-run the game.", @ "OK", nil, nil, homePath );
#endif
			Sys_Quit();
		} NS_ENDHANDLER;
	} while ( 0 );

	// Provoke the CD scanning code into looking up the CD.
	Sys_CheckCD();

	// Let the filesystem know where our local install is
	Sys_SetDefaultInstallPath([installationPath cString] );

	// merge the command line, this is kinda silly
	for ( commandLineLength = 1, argumentIndex = 1; argumentIndex < argc; argumentIndex++ )
		commandLineLength += strlen( argv[argumentIndex] ) + 1;
	cmdline = malloc( commandLineLength );
	*cmdline = '\0';
	for ( argumentIndex = 1; argumentIndex < argc; argumentIndex++ ) {
		if ( argumentIndex > 1 ) {
			strcat( cmdline, " " );
		}
		strcat( cmdline, argv[argumentIndex] );
	}
	Com_Init( cmdline );

#ifndef DEDICATED
	[NSApp activateIgnoringOtherApps : YES];
#endif

	while ( 1 ) {
		Com_Frame();

		// We should think about doing this less frequently than every frame
		[pool release];
		pool = [[NSAutoreleasePool alloc] init];
	}

	[pool release];
}

@end



// Creates any directories needed to be able to create a file at the specified path.  Raises an exception on failure.
static void Sys_CreatePathToFile( NSString *path, NSDictionary *attributes ) {
	NSArray *pathComponents;
	unsigned int dirIndex, dirCount;
	unsigned int startingIndex;
	NSFileManager *manager;

	manager = [NSFileManager defaultManager];
	pathComponents = [path pathComponents];
	dirCount = [pathComponents count] - 1;

	startingIndex = 0;
	for ( dirIndex = startingIndex; dirIndex < dirCount; dirIndex++ ) {
		NSString *partialPath;
		BOOL fileExists;

		partialPath = [NSString pathWithComponents:[pathComponents subarrayWithRange:NSMakeRange( 0, dirIndex + 1 )]];

		// Don't use the 'fileExistsAtPath:isDirectory:' version since it doesn't traverse symlinks
		fileExists = [manager fileExistsAtPath:partialPath];
		if ( !fileExists ) {
			if ( ![manager createDirectoryAtPath : partialPath attributes : attributes] ) {
				[NSException raise : NSGenericException format : @ "Unable to create a directory at path: %@", partialPath];
			}
		} else {
			NSDictionary *attributes;

			attributes = [manager fileAttributesAtPath:partialPath traverseLink:YES];
			if ( ![[attributes objectForKey : NSFileType] isEqualToString : NSFileTypeDirectory] ) {
				[NSException raise : NSGenericException format : @ "Unable to write to path \"%@\" because \"%@\" is not a directory",
				 path, partialPath];
			}
		}
	}
}
